Guilds
High-level design for *guilds* — the game's namesake and the *fourth dimension of power*, intertwined with the council.
Design — Guilds (the namesake pillar)
High-level design for guilds — the game’s namesake and the fourth dimension of power, intertwined with the council. A guild has two halves: a plentiful license (bought, gates a craft) and a single scarce guildmaster seat (won by economic dominance, pulls craft-wide levers). Answers
../GAME_DESIGN.md§5 (power, the guilds pillar). Builds onpositions.md(license & guildmaster are positions),production.md(crafts, building levels, the upgrade gate),politics.md(the council coupling + guild-recall), andeconomy.md(the profit metric). Design doc — the model and its rules, not an implementation plan.Setting frame: the Crown charters the guilds; the guilds regulate the crafts and bankroll the politics; the council governs the town — and a dynasty muscles up through the guilds to reach the council. Keep it simple and fun: a sink, a gate, a bonus layer, and one more contested ladder — not a bureaucracy sim.
1. What a guild is
A guild is a town-level institution governing one broad craft-grouping. There is one guild per grouping (§2), shared by the whole town — not a per-dynasty thing.
Each guild has exactly two halves, mapping onto the locked two-tier scarcity
(../GAME_DESIGN.md §5):
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The license — plentiful (§3). Any dynasty can buy a license to practise a craft. It is a
positions.mdposition (seated in a living family member) and a gate: no license → you cannot build/upgrade that craft’s workshops or collect its bonuses. Just a matter of gold; nobody is hard-locked out of a craft. -
The guildmaster seat — scarce (§4). One seat per guild, the contested prize. It is not bought — it is won by economic dominance of the craft, held ex officio by the winning dynasty’s Elder, and it pulls the guild’s craft-wide levers (§5).
This is the fourth contested arena. Crucially it is contested in a different
currency than the council: the council is won by social/political maneuvering
(politics.md §3 — charisma, bribes, campaigns), the guild is won by
out-producing rivals (§4). The two ladders interlock (§6) — that coupling is the
whole point of the pillar.
2. The guild roster — four broad guilds
Rather than one guild per craft (which would make the guild count chase the ever-growing craft list), crafts are grouped into a small fixed set of broad guilds. A new craft added later simply slots into an existing guild — the roster stays fixed while production grows.
First-draft grouping, modelled on The Guild 2’s four character classes (revisable — a sensible starting cut, not a locked taxonomy):
| Guild | Covers (illustrative — exact mapping deferred to production) | Source class |
|---|---|---|
| Craftsmen’s Guild | the “hard goods” crafts — weaponsmith, armorsmith, carpenter, tailor, mason | Craftsman |
| Patrons’ Guild | food & hospitality — bakery, brewery, tavern, farming | Patron |
| Scholars’ Guild | knowledge & services — alchemy, church, hospital, bank | Scholars |
| Rogues’ Guild | crime — dens, thievery, mercenaries | Rogues |
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Building→guild assignment is deferred to the
production.mdcraft split (which isn’t finalised), exactly as the craft taxonomy itself is. This doc fixes the guilds; production fixes which building lands in which. -
The Rogues’ Guild is real but crime-dependent. Its member “crafts” are mostly services, not crafting (pickpocketing, theft jobs), and they come online with the Crime pillar — now designed in
crime.md. There, those jobs are the economic-crime category: tasks a Rogues’ den posts autonomously, whose net gold feeds this guild’s profit metric (§4) exactly like any craft’s.
3. The license — the plentiful tier
A license is the bought half, and it honours the locked promises
(../GAME_DESIGN.md §5):
-
It is a position (
positions.md) — assigned to a living family member, and it expires when that holder dies → a costly rebuy + re-level. Death drama, reusing the vessel pattern wholesale. -
It gates production. No license for a craft → that dynasty cannot build or upgrade that craft’s workshops, nor receive its bonuses. This is the gate on the existing building-upgrade system, and a gold sink.
-
It levels up. Contributing gold/materials raises a license’s level → more bonuses. Two-axis leveling with building level lives in
production.md(building level × license rank). -
Bonuses are permanent-while-licensed craft buffs, plus purchasable timed “document” buffs — all just modifiers through the
characters.mdpipeline. (Document specifics parked, §9.) -
It does not count toward overload. A license is a guild position, and per the overload rule (
positions.md§1) only dynasty positions (cabinet offices + building managers) pool overload. Licenses are meant to be plentiful — making them eat overload would contradict “just a matter of gold.”
4. The guildmaster seat — the scarce tier
The contested prize. One seat per guild, and it is won, not bought:
-
Awarded by economic dominance. On a monthly tick, each guild’s seat goes to the dynasty with the highest summed net profit across all its shops in that guild’s category — every craft the guild spans, summed together. You earn the Craftsmen’s Guild by out-earning rivals across all your smithies and carpenters and tailors at once: a great craftsman, not just a smith.
-
Profit = net gold into the dynasty treasury over the month (revenue − inputs − wages), uniform across every building type — a sold sword, a sermon, a healing, a pickpocketing job all count the same. The shop manager already tracks this (
controllers.md§7). -
Hysteresis dampens the hand-over so the seat doesn’t thrash month to month — a challenger must clearly overtake the incumbent, not win by a single coin. (Exact margin: balancing, §9.)
-
Cadence and metric are balancing knobs — monthly is the starting point.
- Held ex officio by the Elder. The seat is not seated in an arbitrary member; it
rides the winning dynasty’s Elder (
positions.md§3). This concentrates guild power on the seat that already writes the Agenda, runs dynasty-advancement, and is the rival-AI socket — so the political payoff of economic dominance lands exactly where strategy is decided.
-
-
Succession is free. Because the seats ride the Elder office, they pass to the oldest member with it on the Elder’s death (
positions.md§6) — no separate guild-vacancy handling. The live contest is a rival overtaking your profit and taking the seat at the next monthly tick. -
Does not count toward overload (§3,
positions.md§1) — the Elder may hold several guildmaster seats (dominating several crafts) without penalty; the levers are dynasty-wide modifiers, an institutional title, not a body doing a job. -
Empty if uncontested — if no dynasty operates in a craft, its seat sits empty and its levers lie dormant.
5. The guildmaster’s levers
Holding a guild’s master seat lets the Elder pull that craft’s levers. A small starting set (more can be added once there’s gameplay to balance against):
| # | Lever | Mechanism | Abuse guard |
|---|---|---|---|
| 1 | Set craft license fees | A fixed-tier dial — low / medium / high / very-high — on what other dynasties pay for licenses in this craft | Tiers, not a free number, so it can’t be cranked to infinity. The guildmaster’s own licenses are exempt (the point of the seat). |
| 2 | Cap rival license level | Deny/cap only the top-tier license in the craft | Basics stay plentiful → no hard-lock out of the craft (honours §3). |
| 3 | Guild-recall vote | Rally fellow guildmasters to push an immune Mayor/Magistrate back to election (politics.md §4) |
Needs a coalition — one master can’t do it alone. With only four guilds, a real alliance play. |
| 4 | Council-nominee favour/disfavour | Apply a +/− vote modifier to a candidate in a council election, so electors shy off a disfavoured one | One master’s influence; the concrete form of “a guild swings council elections” (../GAME_DESIGN.md §5). |
| 5 | Craft-wide bonus / regulation | A passive buff to the craft, shadeable toward the guildmaster’s own shops | — |
| — | Special recipes | Guild control unlocks unique recipes for the craft | Parked — a cheap future idea, revisit with gameplay (§9). |
Levers 1, 2, 5 are economic (squeeze rivals’ margins, protect your own); levers 3 and 4 are the bridge into politics (§6).
6. The two arenas — guild ↔ council coupling
This is the pillar’s reason to exist (../GAME_DESIGN.md §5):
ECONOMIC FRONT POLITICAL FRONT
out-produce rivals ──► guildmaster ──► lever 4: sway council elections ┐
(monthly profit) seat (Elder) ─► lever 3: recall an immune seat ├─► the Crown
│
▲ council legislates over guilds ───┘
└────────────── (charter / tax / override — the council's side) ───
-
Up: economic dominance → a guildmaster seat → levers 3 & 4 → leverage over the council. The path to the Crown runs through the guilds.
-
Down: the council legislates over guilds — charter, tax, override. The council’s specific powers over guilds are the council’s side of the coupling and are parked for a politics second pass (a returning office, or a Mayor power); this doc names the hook, politics designs the lever.
-
Two contested arenas, different currencies, feeding each other — the flywheel of
../GAME_DESIGN.md§5, now concrete. Symmetric: rivals buy, level, and fight over licenses and guild seats too.
7. Already in code
Nothing. Guilds are 100% greenfield — zero references to guild/licen[cs]e in
source/ or data/. A clean slate. What the pillar will reuse rather than build:
-
The position/vessel pattern (
positions.md) — license and guildmaster seat both ride it (member-seated, trait-tinted, death-vacated). -
The building-upgrade system (
BuildingUpgradeSystem) — the §3 license gate hangs off the existing build/upgrade path. -
The profit ledger — the §4 metric reads the per-shop net-profit the manager already optimises (
controllers.md§7); a city ledger (LedgerComponent/CitySystem) exists to extend. -
The modifier pipeline (
characters.md) — every bonus, fee, and vote-modifier is just a modifier.
8. ⚠ Tensions & reconciliations
-
Overload rule narrowed (reconciliation). The locked decision: overload is a dynasty-internal pressure only — it pools across cabinet offices + building managers (the seats you assign). Council seats and guild positions are exempt and do not interact with it or each other. This reverses the earlier text in
positions.md§1/§5 andpolitics.md§5 (“council seats count toward overload”), which are being updated to match. Rationale: winning external contested seats should never punish you. -
Fully greenfield — licenses, the upgrade gate, the guildmaster award tick, every lever, and the council coupling are all unbuilt.
-
The §4 award needs a monthly per-dynasty, per-guild net-profit total. Today’s ledger deducts/credits gold but does not bucket profit by craft category over a month; that aggregation is new.
-
The upgrade gate inverts a current assumption —
BuildingUpgradeSystemupgrades any owned building; under §3 it must first check the dynasty’s license for that craft. -
Rogues’ Guild waits on Crime, and Scholars’ service profits wait on the services design (
production.md§1) — both produce real profit numbers, but the buildings that generate them aren’t built yet.
9. Open questions (next pass)
-
Building→guild assignment (§2) — settled with the
production.mdcraft split; and whether the four-guild grouping survives contact with the real craft list. -
License level count & bonus curve (§3) — how many ranks, and what each grants.
- “Documents” (§3) — the purchasable timed buffs: catalogue, costs, durations.
-
Guild-recall coalition threshold (§5,
politics.md§4) — how many of the four masters must agree to force a recall. -
The council’s side of the coupling (§6) — the council’s legislative powers over guilds (charter / tax / override); deferred to a politics second pass.
-
Fee tiers, hysteresis margin, award cadence (§4, §5) — the balancing numbers.
- Special recipes (§5) — the parked lever; revisit when there’s gameplay to tune.